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Warblade handbook 3.5
Warblade handbook 3.5







warblade handbook 3.5

Is this ability extremely versatile? No question. I would recommend discussing it with your DM and looking at it in a different way. I can't recommend an alternative, because I really like the Factotum class, and I think they are a bit weaker than many other base classes already. One that he doesn't find as over-powering.

warblade handbook 3.5

So I need to come up with an alternative to present him. The fact that the Factotum would have access to all Wizard/Sorceror spells rubs him the wrong way (as no other class really has that.A Wizard could achieve it if he found all the necessary scrolls and scribed them I guess.) The DM is ok with the class, with the exception of the casting ability. So finally, after all that, here is my issue. You can enhance spells with metamagic feats but you must be capable of using a spell of the modified spell's level. Cannot use spells that have an XP cost and must provide for material components of the spell. Cannot prepare same spell multiple times to use it more than once in the same day. After this time, you can choose new spells and lose unused spells from previous day.

warblade handbook 3.5

Once you have used a spell, you cannot prepare again until rested for 8 hours. The DC is 10 + spell level + Intelligence modifier. Your caster level equals your factotum level. You can select any sor/wiz spell up to that level, but you can preapre only one spell of your maximum level. The maximum spell level you can use, according to your class level, is also shown on the table (0 level spells at 2nd, 1st level spells at 3rd, 2nd level at 5th, 3rd level at 8th, 4th level at 10th, 5th level at 13th, 6th level at15th, and 7th level at 18th). By spending 1 inspiration point, you can mimic a spell as a spell-like ability.Īt the start of each day, choose a number of spells from the sorceror/wizard list based on your factotum level (1 spell at 2nd level, 2 at 4th, 3 at 7th, 4 at 9th, 5 at 12th level, 6 at 14th, 7 at 17th, and 8 at 20th level). You know that with a few weird hand gestures and an array of grunts and bizzare words, you can conjure up something that looks like a spell. Inspiration Points: 2 points to spend at 1st level, 3 to spend at 2nd level, 4 to spend at 5th level, 5 to spend at 8th, 6 at 11th, 7 at 14th, 8 at 17th, and 10 at 20thĪrcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. They have to spend an inspiration point to cast them, so they effectively can only be cast within an encounter. Can only have 1 spell memorized of their highest available level, the rest can be made up of any combination of lower level spells.Ĥ. Cannot memorize more than one instance of a particular spellģ. Must choose them at teh beginning of the dayĢ. They have access to all spells, but they have the following limitiations:ġ. One of their abilities allows them to cast spells from the Wizard/Sorceror list as spell-like abilities. (A pool of points that they get for each encounter that they can use to enhance their abilities.add Int bonus to save or damage for instance, adding Int bonus to AC, etc.) We are starting up a new campaign and I wanted to play a Factotum (New core class featured in Dungeonscape) They have some pretty cool abilities that focus on skills, their intelligence scores and inspiration points.









Warblade handbook 3.5